Game Processing Apparatus Pattern Detection

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Solution Overview

Problem

Conventional game processing systems face challenges in accurately assessing user performance in target action games, as they may incorrectly detect successful actions due to spurious events or chance, rather than actual user skill, particularly in games like karaoke where background noise can be misinterpreted as valid input.

Innovation Solution

A game processing apparatus with an indication generator, detector, and scoring logic that distinguishes between user actions and spurious events by identifying patterns of successful and unsuccessful target actions, entering a scoring mode only when the input is deemed to be from the user's skillful performance, and reverting to non-scoring mode when chance or noise is detected.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If the system detects user actions in real-time without pattern analysis, then the responsiveness and simplicity of the game system is improved, but the accuracy of performance assessment deteriorates due to false detections from spurious events or background noise

Engineering Contradiction:
ImproveresponsivenessVSAvoidaccuracy of performance assessment
Core Design Contradiction:
SpeedVSMeasurement precision

Solution Approach 1:

The system performs preliminary pattern analysis by detecting a first pattern of successfully completed target actions before entering scoring mode. This preliminary detection phase filters out spurious events and background noise by requiring a sequence of successful actions rather than responding to individual detections, thus ensuring that only genuine user performance is scored while maintaining real-time responsiveness during the scoring phase.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If the system enters scoring mode after detecting a pattern of successful actions, then the accuracy of performance assessment is improved by filtering out chance detections, but the complexity of the game processing system increases due to mode switching and pattern detection logic

Engineering Contradiction:
Improveaccuracy of performance assessmentVSAvoidcomplexity of game processing system
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The scoring logic dynamically switches between non-scoring mode and scoring mode based on detected patterns of target actions. In non-scoring mode, the system detects successful actions without assigning scores. When a first pattern (e.g., N successive successful actions) is detected, the system transitions to scoring mode where scores are assigned. This dynamic adaptation allows the system to maintain high accuracy by filtering out chance detections while managing complexity through context-dependent processing rules rather than uniformly complex algorithms throughout.

Inventive Principle:
Principle #15Dynamics

3Reliability

If the system requires a sequence of successful actions before scoring, then the reliability of score assessment is improved by eliminating false positives, but the time required to generate accurate scores increases due to the build-up period

Engineering Contradiction:
Improvereliability of score assessmentVSAvoidtime required to generate accurate scores
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary detection of successful target actions during a build-up period before entering scoring mode. During this phase, the system accumulates evidence of consistent user performance by detecting patterns of successful actions without yet assigning final scores. Once the required pattern (e.g., N successive successes) is achieved, the system transitions to scoring mode, ensuring that scores are based on reliable, verified performance rather than isolated lucky detections, thus balancing reliability with acceptable response time.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS7674181B2Game processing
Publication Date: 2010.03.09 SONY COMP ENTERTAINMENT EURO LTD
  • US7674181B2 patent drawing
  • US7674181B2 patent drawing
  • US7674181B2 patent drawing

AI summary

Game processing apparatus comprising:an indication generator operable to generate an indication of a sequence of target actions to be executed by a user;a detector operable to detect user actions executed by said user;comparison logic operable to compare said target actions with said user actions to determine whether said target actions have been successfully completed by said user actions; andscoring logic operable, when in a non-scoring mode, to detect a first pattern of target actions that have been successfully completed with respect to target actions that have not been successfully completed, as determined by said comparison logic, said scoring logic entering a scoring mode upon detection of said first pattern, said scoring logic operable, when in said scoring mode, to detect a second pattern of target actions that have been successfully completed with respect to target actions that have not been successfully completed, as determined by said comparison logic, said scoring logic entering said non-scoring mode upon detection of said second pattern, said scoring logic operable to generate a score for said user when said scoring logic is in said scoring mode, said score being dependent upon said determination by said comparison logic.